View Full Version : GWX Fixes to be Released Later Today...
Kpt. Lehmann
12-23-06, 11:04 AM
GWX Fixes Released:
Special thanks to Rubini, Bigboywooly and Ref for manning the stations behind these fixes. These guys are real troopers!
Corrections are made via JGSME installable mod located at the download sites below.
Prior to installation you will need to be "in-base" NOT ON PATROL.
If you are using SH3 Commander USE THE ROLL BACK FUNCTION PRIOR TO INSTALLATION of the December 23rd GWX hotfix patch.
You do not need to delete any file anywhere (including the Integrated Orders Mod) to have correct keyboard function in any language... this patch includes the German Keyboard Language Fix.
We will be releasing a cumulative update that will include these fixes on January 31 (give or take a day or two depending on real life etc.)
Following release of this patch... I'm ordering all Grey Wolves to sea to enjoy themselves for a few days.
Questions and PM's may go unanswered throughout the holidays. Please read the above instructions carefully.:roll: :roll: :roll:
http://files.filefront.com/GWX___Dec_23rd_Corrections7z/;6411 (http://files.filefront.com/GWX___Dec_23rd_Corrections7z/;6411173;;/fileinfo.html)173;;/fileinfo.html (http://files.filefront.com/GWX___Dec_23rd_Corrections7z/;6411173;;/fileinfo.html)
http://rapidshare.com/files/8734870/GWX_-_Dec_23rd_Correction (http://rapidshare.com/files/8734870/GWX_-_Dec_23rd_Corrections.7z.html)s.7z.html (http://rapidshare.com/files/8734870/GWX_-_Dec_23rd_Corrections.7z.html)
http://s2.quicksharing.com/v/7089894/GWX_Dec_23rd_Corrections (http://s2.quicksharing.com/v/7089894/GWX_Dec_23rd_Corrections.7z.html).7z.html (http://s2.quicksharing.com/v/7089894/GWX_Dec_23rd_Corrections.7z.html)
http://hosted.filefront.com/bigboywooly/1891035
Changelog:
Deleted three erroneous playable Type VIIC in the Mediterranean that were causing problems.
Adjusted a bit the distances between ships on Cerberus German main group
Removed barricade ship blocking player egress at Penang as well as a burning hospital ship in Alexandria
Swapped the ME109's in the Op Cerberus fictional single mission for more appropriate Stukas
Also reduced minefield in densities close to the original Cerberus CTD point.
Adjusted a convoy that was showing as a TF
Moved Lerwick so town no longer sits in the water
Gun file correction made by Ref- this Solved a CTD issue.
LCMAL.cfg for the US and Britain now only shows after 43 to prevent appearance as a generic patrol boat entry
Player submarine configurations altered so that now selecting silent running drops speed to 2 kt - should reduce some of the erroneous player statements that "silent running doesn't work" posts at SS
Included also are Refs texture fix on the AI uboats which was causing missing textures on the player boats
Included corrected cam files for AI U-boats causing other player boat problems.
Also the German keyboard hotfix is included to prevent confusion... File is harmless/inactive to players using other keyboard configurations.
Plus the correct textures for some of AG ships which weren't included in the release
Adjusted light harbor traffic optional mod.
Voorpostenboot texture updated per Boris
Paajtor
12-23-06, 11:19 AM
Corrections to be made via JGSME installable mod.
Prior to installation you will need to be "in-base" NOT ON PATROL.
If you are using SH3 Commander USE THE ROLL BACK FUNCTION PRIOR TO INSTALLATION of the December 23rd GWX hotfix patch.
Great...I'm just returning from my 1st GWX-patrol, now only 815kms from Bergen.
Will be checking in later this evening (Euro-time). :)
Gj!
I guess the Jan.31-update will have the same installation-procedure?
Kpt. Lehmann
12-23-06, 11:27 AM
Corrections to be made via JGSME installable mod.
Prior to installation you will need to be "in-base" NOT ON PATROL.
If you are using SH3 Commander USE THE ROLL BACK FUNCTION PRIOR TO INSTALLATION of the December 23rd GWX hotfix patch.
Great...I'm just returning from my 1st GWX-patrol, now only 815kms from Bergen.
Will be checking in later this evening (Euro-time). :)
Gj!
I guess the Jan.31-update will have the same installation-procedure?
I'm not sure yet. I'm leaning towards the Jan 31st update to be activated by installer. We'll see.
To remove all doubt, the January 31st update patch will include all "official" fixes that came before it and will not include "new" material.
Sounds good Kapt, and thanks too!! Would you concider a fix for the Gibraltar mission, where everyone around Gibraltar would be asleep as I go through to the Med, could you!?!:D
Hylander_1314
12-23-06, 12:50 PM
Try to coordinate it for New Years Day. While the Tommies are recovering from their celebrations.
Sweet, it's the second Christmas present from the GWX Team. Thanks Kpt. L. :up: ~S!~
Camaero
12-23-06, 02:21 PM
Damn, I was just about to start a patrol. Now I gotta wait until later.
I can't complain about a patch released so soon after launch though. Thanks guys!
(Can anyone tell us what the fixes are? Or will we just have to wait?)
bigboywooly
12-23-06, 02:34 PM
I could do but the Kpt would kick my @ss
:rotfl:
Camaero
12-23-06, 02:39 PM
I could do but the Kpt would kick my @ss
:rotfl:
That's ok, take a beating for the team!:smug:
**Edit**
I would also like to add: You guys are damned secretive!
Jimbuna
12-23-06, 03:34 PM
Understood Kpt. :up:
I would also like to add: You guys are damned secretive!
Yeah, even i don't know whats in the fixes ;)
LeafsFan
12-23-06, 03:37 PM
I am second to no one in appreciation of what these VOLUNTEERS are doing.:up: :up:
HB
eastblue123
12-23-06, 08:02 PM
nice nice and merry Xmas commander:up:
Not trying to be pushy or impatient (I am a submariner, afterall), but where is this update already?
Not trying to be pushy or impatient (I am a submariner, afterall), but where is this update already?
Santa Lehmann is very busy man! But dont worry, I think I just saw a man with two dogs fly past my window, it had to be Lehmann as he was wearing a bright red Darth Vader suit. ;)
bigboywooly
12-23-06, 10:16 PM
Not long spoken to the Kpt on TS
Wont be long in coming
Even in GWX we have RL and tis nearly Xmas after all
If you cant wait then sail away and install after patrol has ended :up:
Dowly, you mean Vader Claus is back with us? ;)
I figured he was hard at work. Those poor elves get no restpect. ;)
So, where will this update be posted at?
Kpt. Lehmann
12-23-06, 10:29 PM
Not trying to be pushy or impatient (I am a submariner, afterall), but where is this update already?
Kpt. Lehmann hits Jazer with a stick. :p
About 30 minutes to go tops.
... and just for good measure... WHACK!!! WHACKWHACK!!! WHACKETY WHACKETY WHACK WHACK!!!
Go to the galley and help Fritz with the potatoes... Here is your POTATO PEELER!!! :stare: :stare: :stare:
Sorry there komrade. Couldn't one be martialed for abuse at sea?
Kpt. Lehmann
12-23-06, 10:41 PM
Sorry there komrade. Couldn't one be martialed for abuse at sea?
For abusing the Kpt.? LOL.
Patience gets you everywhere. Impatience... well WHACK WHACK WHACKETY!!! BACK TO THE GALLEY WITH YE!!!:rotfl: :rotfl: :rotfl:
Kpt. Lehmann
12-23-06, 10:49 PM
First post updated. Fixes released.:|\\ Please read entire 1st post.
Got it and thanks Kpt. ~S!~
If I don't see you all tomorrow or the "next day", have a very Merry Christmas. ~S!~ I hope everyone gets computer goodies. :)
fredbass
12-23-06, 11:05 PM
Just to be clear on a few things.
The original Penang fix mod can be disabled and deleted since it is now included in this fix.
The original German Keyboard hotfix mod can be disabled and deleted because it's now included in this one.
bigboywooly
12-23-06, 11:07 PM
Just to be clear on a few things.
The original Penang fix mod can be disabled and deleted since it is now included in this fix.
The original German Keyboard hotfix mod can be disabled and deleted because it's now included in this one.
Yes to both Fred
EDIT
Not sure on the Intergrated orders Q Fred
sure the Kpt can answer that one for you
I believe the commands_de just replaces the normal one so you can still enable the intergrated after
Paajtor
12-24-06, 06:05 AM
Thx, guys.:up:
Jimbuna
12-24-06, 06:08 AM
Danke Kpt. :up:
IRONxMortlock
12-24-06, 09:19 AM
Just to confirm how to install this...
Do I extract the "GWX - December 23rd Corrections" folder into SH3/MODS folder and then use JSGME to enable it or do I extract the contents of "GWX - December 23rd Corrections" folder into the main SH3 and only enable "lite Harbor Traffic" mod if I wish?
Anyone like to help a noob SH3 mod user please?:confused:
________
Colorado Marijuana Dispensary (http://colorado.dispensaries.org/)
fredbass
12-24-06, 09:44 AM
Just to confirm how to install this...
Do I extract the "GWX - December 23rd Corrections" folder into SH3/MODS folder and then use JSGME to enable it or do I extract the contents of "GWX - December 23rd Corrections" folder into the main SH3 and only enable "lite Harbor Traffic" mod if I wish?
Anyone like to help a noob SH3 mod user please?:confused:
Yes, the 23rd goes into the mod folder and enabled with JSGME.
Your final question about the Lite Harbor traffic is a bit puzzling to me because there is a mod folder within the 23rd folder which has the new Lite Harbor Traffic mod in it. I assume you should move the new one and replace the old one. Then you can enable it using JSGME.
Paajtor
12-24-06, 09:47 AM
Judging from the file-structure of the mini-patch, I think it goes into the main SH3 folder.
The fix has:
1- a data folder
2- a documentation folder
3- a MODS folder
1 and 2 overwrite SH3/GWX-files.
3 overwrites the old light-harbor mod.
At least, that's how I understand it.
Haven't installed it yet, though....1st need to get back into base, but I'm close.
fredbass
12-24-06, 09:50 AM
Judging from the file-structure of the mini-patch, I think it goes into the main SH3 folder.
The fix has:
1- a data folder
2- a documentation folder
3- a MODS folder
1 and 2 overwrite SH3-files.
3 overwrites the old light-harbor mod
At least, that's how I understand it.
Haven't installed it yet, though....1st need to get back into base, but I'm close.
For JSGME to be able to enable the 23rd fix, it needs to be in the mod folder or it won't be displayed within the JSGME window as an available mod.
Paajtor
12-24-06, 10:03 AM
I think I know what confuses me - and others, I believe: I've never used JSGME (at least, not to my knowledge) to add a mod into the MODS folder itself, and then enable this mod again through JSGME.
So basicly, JSGME will create a backup of the old light-harbor-traffic mod, IF you enable the new one.
That's odd...if you want to go back to a clean SH3+GWX, then you will have to remove light-harbor twice: 1st you remove the new version, which puts the old one back, then you remove the old one. :hmm:
Am I right?
fredbass
12-24-06, 10:08 AM
Not sure on the Intergrated orders Q Fred
sure the Kpt can answer that one for you
I believe the commands_de just replaces the normal one so you can still enable the intergrated after
Well I hope the Kpt does clarify this because here's the thing.
There is a command_de.cfg file in the integrated orders mod, so you can't enable the 23rd fix nor the previous German Keyboard Hotfix mod. So as we discussed in the past, I just deleted the Commands_de.cfg file within the Hotfix mod since I didn't need it. Then I went ahead and enabled the integrated orders mod.
Now the same thing is happening again with the 23rd mod because of the same reasons, so I just deleted the new Commands_de.cfg file within the 23rd mod as b4.
So the final question is for people who need the Commands_de.cfg file. Is the new one different than the one in the Integrated orders mod? If so, then for those who need it, they would have to delete the Commands_de.cfg file within the Integrated Orders mod in order to use the Integrated Orders mod.
Thanks
fredbass
12-24-06, 10:13 AM
I think I know what confuses me - and others, I believe: I've never used JSGME (at least, not to my knowledge) to add a mod into the MODS folder itself, and then enable this mod again through JSGME.
So basicly, JSGME will create a backup of the old light-harbor-traffic mod, IF you enable the new one.
That's odd...if you want to go back to a clean SH3+GWX, then you will have to remove light-harbor twice: 1st you remove the new version, which puts the old one back, then you remove the old one. :hmm:
Am I right?
You are not enabling anything by putting it into the mods folder. It is only installed in the game when you enable it with JSGME. Then if you don't want to use a mod any more, all you have to do is open JSGME again and disable it, which will move it from the right side of the screen to the left. The ones on the left are in the mods folder, but are not enabled and don't effect anything.
Paajtor
12-24-06, 10:22 AM
I am sorry, I don't want to offend you, FredBass. :oops:
But I think you misunderstood my point.
I do know how JSGME works, and in the past I was used to put JSGME-compatible mods into it's MODS-folder, and dis- or enable them the usual way.
But this patch itself adds a mod to the MODS-folder.
I think there should be a note in the patch-readme, that advices you to 1st disable the old light-harbor-traffic mod (through JSGME), before you apply the patch.
Then let the patch overwrite the old light-harbor-traffic mod that is already in the MODS-folder.
Otherwise - upon enabling the new light-harbor-traffic - you are creating backup over backup.
fredbass
12-24-06, 10:43 AM
I am sorry, I don't want to offend you, FredBass. :oops:
But I think you misunderstood my point.
I do know how JSGME works, and in the past I was used to put JSGME-compatible mods into it's MODS-folder, and dis- or enable them the usual way.
But this patch itself adds a mod to the MODS-folder.
I think there should be a note in the patch-readme, that advices you to 1st disable the old light-harbor-traffic mod (through JSGME), before you apply the patch.
Then let the patch overwrite the old light-harbor-traffic mod that is already in the MODS-folder.
Otherwise - upon enabling the new light-harbor-traffic - you are creating backup over backup.
Don't worry, you're not offending me and by no means am I an expert at this stuff.
I agree with you on the lite harbor traffic mod. If you read my previous comments concerning it, I am a bit confused by that as well. I first assumed that the mod folder within the 23rd fix which contained the new "Lite Harbor traffic" wasn't enabled by installing the 23rd fix. So to be sure for myself, I just moved the new one and replaced the original one, thus separating the two. If by enabling the 23rd fix, the Lite harbor mod is automatically installed as well, then yes, You wouldn't need the first one and can be deleted. But if that's the case, then we all are using the Lite Harbor traffic mod by enabling the 23rd fix, right?
But I would have thought that the Lite harbor traffic mod would always be optional thus would have not been automatically applied with the 23rd fix. That's my question. If so, then you need to do a cut and paste to replace the original as I mentioned b4.
hey!
ok sorry for my slowness and my lack of knowledge for these mods that come out but what exactly am i suppose to do with the GWX correction file that came out on dec. 23???
thanks!;)
jeremy
Jimbuna
12-24-06, 10:55 AM
Unpack the file into your Mods folder then mount it with JSGME :up:
bigboywooly
12-24-06, 10:55 AM
ok guys its quite simple
Make sure you are in port
Rollback SH3commander
Disable the mods you have though the JSGME
Unzip the Dec 23rd patch into the SilentHunterIII/Mods folder
Enable the 23rd Dec patch through JSGME
The Dec 23rd patch will overwrite the files it needs to in SH3 as well as replacing the lite HT in the Mods folder
Then you can re enable the lite HT and any other mod you want
fredbass
12-24-06, 11:14 AM
ok guys its quite simple
Make sure you are in port
Rollback SH3commander
Disable the mods you have though the JSGME
Unzip the Dec 23rd patch into the SilentHunterIII/Mods folder
Enable the 23rd Dec patch through JSGME
The Dec 23rd patch will overwrite the files it needs to in SH3 as well as replacing the lite HT in the Mods folder
Then you can re enable the lite HT and any other mod you want
BBW:
Let me back up and review the scenerio of what happens when you do what you tell us to do.
Ok, so I disable all mods, then enable the 23rd patch which replaces some of the previous fixes.
Then when you attempt to enable the Integrated Orders Mod and/or the Lite Harbor Traffic Mod, we will get a popup "Warning" which tells us that previous files have been altered and that by enabling either one of them may have adverse effects on the game. So that's why I did what I did and am saying what I'm saying.
Since I don't seem to be giving the right answers, please tell us what to do then. :know:
bigboywooly
12-24-06, 11:19 AM
Yes you will get the error message as the files were changed once in the Dec update and now you are changing them again
Its not a problem - just advises you the files have changed already
fredbass
12-24-06, 11:41 AM
Yes you will get the error message as the files were changed once in the Dec update and now you are changing them again
Its not a problem - just advises you the files have changed already
Well I still don't understand why the duplicate file names in the 23rd would automatically override the other ones once you enable both.
So for my peace of mind and preference, I have just separated the files appropriately so I don't get any warning messages and I know it will work just fine that way too. :know:
bigboywooly
12-24-06, 11:47 AM
lol ok Fred
The original campaign folder had the file " Campaign scr "
The Dec 23rd also has a file of the same name so when the patch is enabled the second overwrites the first
Now the lite harbour traffic also uses "campaign scr " but with reduced port traffic inside
When you enable that mod that means the cmapaign scr has been changed twice so hence the message
Hope that makes it clearer
irish1958
12-24-06, 12:46 PM
BBW, Since the 23 patch overwrites the campaign.scr file from the original GWX, and the NEW lite harbor traffic mod overwrites the same file, does it make any difference which one I enable first? Thanks for all your help. A double ration of rum for you
bigboywooly
12-24-06, 12:58 PM
Thanx Irish
Well yes it does
If you enable the lite harbour scr then add the patch the lite one will be overwritten by the full scr in the 23rd update
Unless you remove it from the mod package
But then you wil still have to enable the new lite scr
:rotfl:
Does that make sense
Already had more than a double ration of whiskey
Jimbuna
12-24-06, 01:57 PM
A double ration of rum for you
If it's dark rum (Nelsons blood) pass it over here mate :arrgh!:
ok guys its quite simple
Make sure you are in port
Rollback SH3commander
Disable the mods you have though the JSGME
Unzip the Dec 23rd patch into the SilentHunterIII/Mods folder
Enable the 23rd Dec patch through JSGME
The Dec 23rd patch will overwrite the files it needs to in SH3 as well as replacing the lite HT in the Mods folder
Then you can re enable the lite HT and any other mod you want
1. Im in port
2. I don't have SH3commander. do i need to have it?
3. What is JSGME?
4. Ok i did that
5. What is JSGME again?
sorry for my lack of knowledge again for these mods.
jeremy
Jimbuna
12-24-06, 02:58 PM
ok guys its quite simple
Make sure you are in port
Rollback SH3commander
Disable the mods you have though the JSGME
Unzip the Dec 23rd patch into the SilentHunterIII/Mods folder
Enable the 23rd Dec patch through JSGME
The Dec 23rd patch will overwrite the files it needs to in SH3 as well as replacing the lite HT in the Mods folder
Then you can re enable the lite HT and any other mod you want
1. Im in port
2. I don't have SH3commander. do i need to have it?
3. What is JSGME?
4. Ok i did that
5. What is JSGME again?
sorry for my lack of knowledge again for these mods.
jeremy
SH3Commander...is a 'must have' for most people...but is not absolutely necessary.
JSGME = Jaeson Scones Generic Mod Enabler
This is the software your best off using to enable and disenable your mods with.
BTW it's an integral part of GWX (already built in) :up:
irish1958
12-24-06, 03:09 PM
BBW If I enable the new harbor traffic lite after I have enabled the patch, does it undo the corrections in the 12-23 Patch? Or am I OK? I know it is noon somewhere, so I guess I'll get the Jameson's out.
Paajtor
12-24-06, 03:31 PM
BBW If I enable the new harbor traffic lite after I have enabled the patch, does it undo the corrections in the 12-23 Patch?
No.
The new lite-harbor-traffic mod only changes the harbor-traffic, nothing else.
If you decide not to use the lite-harbor-traffic, then the rest of the 12-23 fixes are still applied.
Kpt. Lehmann
12-24-06, 03:50 PM
Just to be clear on a few things.
The original Penang fix mod can be disabled and deleted since it is now included in this fix.
The original German Keyboard hotfix mod can be disabled and deleted because it's now included in this one.
If you use the Integrated Orders Mod, you'll need to delete the Commands_de.cfg file in the new mod as well or don't enable the Integrated orders Mod.
NO! Everybody stop! You do not need to delete any file anywhere to have correct keyboard function in any language. Please follow the directions on the first post.
fredbass
12-24-06, 06:48 PM
Ok, I'm happy with my previous inquiries but I have a new one for ya.
I don't think it's a problem, but I wanted to comment.
I'm aware that the configurations have been adjusted to make the boat run at 2kts on slow speed when submerged which is fine, but I noticed when surfaced with wind speed of 4mps in my VIIB that the boat will travel at 3kts until the batteries are charged and then at 4kts after fully charged. Of course batteries aren't upgraded and I have a full crew in the engine room. I know I can speed up which is fine.
I haven't tested all the telegraph speeds, but will the changes effect top speed etc., submerged or surfaced?
bigboywooly
12-24-06, 06:55 PM
Nice avatar Fred :rotfl:
No the changes only affect the AheadSlow speed
The rest are unchanged
Just makes it simpler that when you hit Silent running you go to 2 kts which will be silent as opposed to 3\4 kts which isnt
fredbass
12-24-06, 06:58 PM
Yea, I noticed the avatar too. Guts for garters. Jeez :roll: I almost edited my post to say something about it. :88)
And thanks for the clarification. Everything is cool. Off the GWX I go again. :up:
Edit: ahh, it changed to Commodore already. :(
bigboywooly
12-24-06, 07:03 PM
Lucky you lol
A one post nightmare avatar :rotfl:
Dimitrius07
12-25-06, 08:56 AM
Lucky you lol
A one post nightmare avatar :rotfl:
You mean the Bernard picture avatar - :D :rotfl:
Paajtor
12-25-06, 09:04 AM
I'm sure he got the "after a wild night in Bangkok"-thingy...got that too yesterday, but it disappeared after the next post I did.
To bad....kinda liked it. :lol:
Dimitrius07
12-25-06, 08:21 PM
Ok, I'm happy with my previous inquiries but I have a new one for ya.
I don't think it's a problem, but I wanted to comment.
I'm aware that the configurations have been adjusted to make the boat run at 2kts on slow speed when submerged which is fine, but I noticed when surfaced with wind speed of 4mps in my VIIB that the boat will travel at 3kts until the batteries are charged and then at 4kts after fully charged. Of course batteries aren't upgraded and I have a full crew in the engine room. I know I can speed up which is fine.
I haven't tested all the telegraph speeds, but will the changes effect top speed etc., submerged or surfaced?
Ok i notice thise also ;)
And i think you dont need to worry about it to much, you can still go in ahead slow, but if you want speed of 7 knots you only need to changed manually and i belive you know very well how to do it ;) . And the GWX not affect your max speed, you probably notice that when you run your engines in ahead standart ;).
bigboywooly
12-25-06, 08:31 PM
Yeah tis the usual trade off
Now silent running takes you to 2 kts which IS silent running
Before it would take you to 3\4 Kts which meant you could still be heard
I know ppl could have set it to 2 Kts themselves but in the heat of the moment many didnt and then complained silent running wasnt silent running anymore
For the GWX team this saves answering multiple questions on that subject and IMHO is better anyway
Now when you hit silent running thats what you get
Sure on the surface it may be slower but not many travel ahead slow surfaced anyway as it not the most economic fuel setting
And travelling decks awash for a surface attack you will make less noise at 4 kts than 7 kts anyway so again its a bonus
All other speed settings are the same and untouched
bigboywooly
12-26-06, 10:09 AM
:rotfl: :rotfl:
You will need to disable the one I sent you to test Rose and add the Dec 23rd one mate
A couple of things changed in between
Thanx for your assistance in that anyway Rose
Much appreciated
hornetsting
12-26-06, 11:30 AM
little problem....can`t unzip the file.
I use zipgenius v. 5.5
bigboywooly
12-26-06, 11:33 AM
Well its a normal zip
I used 7 zip as I do for all files http://www.7-zip.org/
hornetsting
12-26-06, 11:38 AM
Thank you m8. That helped. Think that my version have had its time.
Player submarine configurations altered so that now selecting silent running drops speed to 2 kt - should reduce some of the erroneous player statements that "silent running doesn't work" posts at SS
Hi Kpt. Lehmann,
Is it possible to switch this back to the original configuration. I would rather use the knot meter to select a slower speed. Sorry...but I was one of the ones that may have complained about "silent running" in the beginning but figured out that I had to select a speed of 1 or 2 knots to attain silence. :oops:
Mast
AVGWarhawk
12-27-06, 11:09 AM
Player submarine configurations altered so that now selecting silent running drops speed to 2 kt - should reduce some of the erroneous player statements that "silent running doesn't work" posts at SS
Hi Kpt. Lehmann,
Is it possible to switch this back to the original configuration. I would rather use the knot meter to select a slower speed. Sorry...but I was one of the ones that may have complained about "silent running" in the beginning but figured out that I had to select a speed of 1 or 2 knots to attain silence. :oops:
Mast
Can't you click the little green button to the lower left of the knot meter and select what you want even with this mod installed?
bigboywooly
12-27-06, 11:37 AM
Player submarine configurations altered so that now selecting silent running drops speed to 2 kt - should reduce some of the erroneous player statements that "silent running doesn't work" posts at SS
Hi Kpt. Lehmann,
Is it possible to switch this back to the original configuration. I would rather use the knot meter to select a slower speed. Sorry...but I was one of the ones that may have complained about "silent running" in the beginning but figured out that I had to select a speed of 1 or 2 knots to attain silence. :oops:
Mast
Sure
You can disable the Dec 23rd update
Then delete the submarine folder thats contained in that update the re enable
Only do in port and rollback SH3commander first
fredbass
12-27-06, 12:28 PM
What I would prefer, if possible, is to retain the original slow speeds and have the boat go slower than normal slow when I click "Rig for Silent Running". Can I do that?
bigboywooly
12-27-06, 12:58 PM
What I would prefer, if possible, is to retain the original slow speeds and have the boat go slower than normal slow when I click "Rig for Silent Running". Can I do that?
No
When you select silent running the boat drops to ahead slow - it uses the speed in the subs cfg
Which is why it was only the ahead slow speed changed
Can't you click the little green button to the lower left of the knot meter and select what you want even with this mod installed?
That's what I've been doing before the fix was released (to go back and forth). Either way, I like the original because I'm used to that and like it. That's all.
Mast
rascal101
12-28-06, 08:25 AM
Hi there, Once again thanks for all the work you have doen to get the GWX mod moving.
I wanted to ask re the radio direction finder on the conning tower, I heard that this was to have been released with GWX but was not for one reason or another, I understand there was going to be an update to include this after Xmas, please forgive me if you guys are busy , I dont mean to push but an eta would be great if one is available.
Thanks
J
What I would prefer, if possible, is to retain the original slow speeds and have the boat go slower than normal slow when I click "Rig for Silent Running". Can I do that?
No
When you select silent running the boat drops to ahead slow - it uses the speed in the subs cfg
Which is why it was only the ahead slow speed changed
danlisa
12-28-06, 08:45 AM
..<snip>...I understand there was going to be an update to include this after Xmas, please forgive me if you guys are busy , I dont mean to push but an eta would be great if one is available.
When it's ready - LOL:D
Do you remember what happened when Kpt Lehmann gave an ETA for GWX? It's probably the last time he'll do that again.:lol:
For now matey, sink 'em all:arrgh!:
bigboywooly
12-28-06, 10:03 AM
There is a planned update at the end of January
Not sure of its contants yet
It may well be in that
rascal101
12-28-06, 02:16 PM
Hi guys thanks for the update, what with GWX, NYGM, Fubars skins and Iambecomelife's supurb merchant skins, I recon SH3 is almost ready to be released forsale...............
Seriously thanks to you all, you have made a great game fantastic!!!
PS dont suppose you could help out Mr Iambecomelife re his skins, or include them in the GWX update they are supurb
There is a planned update at the end of January
Not sure of its contants yet
It may well be in that
bigboywooly
12-28-06, 02:40 PM
If Iambecome wanted some help with his skins he would ask
I am sure there are many who would help him out as these ships are long awaited
As to include in the Jan update :hmm:
Well I dont think that would be possible even if ready now
They would all need to be damage modelled and changes made to some rosters\campaign files to get the most out of them
Whenever Iam feels they are ready and with his permission I am sure a ship update would be possible
andy_311
12-28-06, 06:40 PM
I installed the patch today and all seems well however apart from one small thing the Scharnhorst misson (the one were you have to sink the Duke of York) it seems every time I try to load it it CTD's I tried opening it in mission editor and run it in there and it CTD's in there too any ideas anyone?
JScones
12-29-06, 12:13 AM
GWX webpage updated with latest links.
bigboywooly
12-29-06, 02:41 PM
I installed the patch today and all seems well however apart from one small thing the Scharnhorst misson (the one were you have to sink the Duke of York) it seems every time I try to load it it CTD's I tried opening it in mission editor and run it in there and it CTD's in there too any ideas anyone?
Will look at that but the patch touched nothing on that mission or those ships
EDIT
Try this Andy
Its JSGME ready
http://files.filefront.com/Updated_Scharnhorst_mission7z/;6440769;;/fileinfo.html
andy_311
12-30-06, 10:29 AM
I installed the patch today and all seems well however apart from one small thing the Scharnhorst misson (the one were you have to sink the Duke of York) it seems every time I try to load it it CTD's I tried opening it in mission editor and run it in there and it CTD's in there too any ideas anyone?
Will look at that but the patch touched nothing on that mission or those ships
EDIT
Try this Andy
Its JSGME ready
http://files.filefront.com/Updated_Scharnhorst_mission7z/;6440769;;/fileinfo.html
Thanks d/loading and will try it later on, sorry to be nit picking here but last night I went into LE nov 3rd 41 and the Hospitail ship was ablaze and listing on some buildings will post a pic of what I mean later.
http://img412.imageshack.us/img412/2883/hospitalshipbq7.jpg
bigboywooly
12-30-06, 10:43 AM
May just be a drift issue but will take a look
andy_311
12-30-06, 05:39 PM
The Scharnhorst mission works great thanks.
bigboywooly
12-30-06, 05:54 PM
Hmm thanx for the pic
I dont think there were any changes in LE from GW except for some capital shipping
No problem though - will adjust that
Georg_Unterberg
12-31-06, 12:58 PM
enjoying GWX very much - thanks to the team for a fantastic mod!
Found a little problem with ship traffic during "operation Hartmut" around Norway (1940/04). Some ships appear in mainland. Until now I had this happen with 2 enemy task forces and 2 freighter contacts who were reported on terra firma - please check image:
http://img365.imageshack.us/img365/4803/sh3gwxerror001gi9.th.jpg (http://img365.imageshack.us/my.php?image=sh3gwxerror001gi9.jpg)
Maybe some waypoints set wrongly??
bigboywooly
12-31-06, 03:28 PM
Hmmm will have to check that
April 40 right ?
hey,
first off i would like to say that i suck at learning how to mod this game. i have JSGME and i unzipped the dec 23 patch into my mods folder. i can't enable it using JSGME. i mean when i load it all i have is two blank windows. how r u suppose to enable????:88)
thanks
jeremy
Paajtor
01-01-07, 02:32 PM
That's odd.
If you've installed GWX over SH3 1.4, then you would see a couple of additional GWX-mods in the left window of JSGME.
Those mods are also mentioned in the GWX-manual.
This is also the place where the Dec23rd-update should show, as an available mod.
Question:
Did you get a 2nd SH3-shortcut on your desktop - called Silent Hunter III - GWX, after installing GWX?
Somehow I get the impression that GWX didn't install the right way.
bigboywooly
01-01-07, 02:35 PM
Hi
If the mod is in the Mods folder then when you open JSGME it should be in the left hand view
As well as all the other mods that came with GWX
JSGME was installed by GWX and will be in your SilentHunterIII directory
Along with the MODS folder
The address should read C:\Program Files\Ubisoft\SilentHunterIII\MODS\GWX - Dec 23rd Corrections then the data folder
That's odd.
If you've installed GWX over SH3 1.4, then you would see a couple of additional GWX-mods in the left window of JSGME.
Those mods are also mentioned in the GWX-manual.
This is also the place where the Dec23rd-update should show, as an available mod.
Question:
Did you get a 2nd SH3-shortcut on your desktop - called Silent Hunter III - GWX, after installing GWX?
Somehow I get the impression that GWX didn't install the right way.
hey
this is what i am doing
ok yes i have the icon silent hunter 3-gwx on desktop. it runs fine minus the schranhorst mission. ok now on to jsgme. everytime i click the icon jsgme (on desktop) my comp says "do u want to run this program" and i hit yes, then i get two blank windows. when i click on the jsgme icon i always get a folder created called MODS. is it suppose to do that. i know i had to screw up somewhere.
jeremy
bigboywooly
01-01-07, 03:57 PM
That's odd.
If you've installed GWX over SH3 1.4, then you would see a couple of additional GWX-mods in the left window of JSGME.
Those mods are also mentioned in the GWX-manual.
This is also the place where the Dec23rd-update should show, as an available mod.
Question:
Did you get a 2nd SH3-shortcut on your desktop - called Silent Hunter III - GWX, after installing GWX?
Somehow I get the impression that GWX didn't install the right way.
hey
this is what i am doing
ok yes i have the icon silent hunter 3-gwx on desktop. it runs fine minus the schranhorst mission. ok now on to jsgme. everytime i click the icon jsgme (on desktop) my comp says "do u want to run this program" and i hit yes, then i get two blank windows. when i click on the jsgme icon i always get a folder created called MODS. is it suppose to do that. i know i had to screw up somewhere.
jeremy
lol
Ok the JSGME icon you want to click on is in
C:\Program Files\Ubisoft\SilentHunterIII
There is already a MODS folder in the same directory
bigboywooly
01-01-07, 04:02 PM
Oh JerM
Updated Scharnhorst mission here
http://files.filefront.com/Updated_Scharnhorst_mission7z/;6440769;;/fileinfo.html
enable through JSGME
If you get it to work :hmm:
hey
lol wow i really didn't see that. so all i have to do is put the dec 23rd file in the MODS folder because i have it in there but it is not showing up on the JSGME left window.
jeremy
bigboywooly
01-01-07, 04:57 PM
So you are putting the Dec 23rd update in the MODS folder in
C:\Program Files\Ubisoft\SilentHunterIII ?
And clicking the JSGME icon in
C:\Program Files\Ubisoft\SilentHunterIII ?
Yes ?
So you are putting the Dec 23rd update in the MODS folder in
C:\Program Files\Ubisoft\SilentHunterIII ?
And clicking the JSGME icon in
C:\Program Files\Ubisoft\SilentHunterIII ?
Yes ?
yerp
i get all the other mods like GWX-main movie 'das boot' and the others but no dec 23 or schranhorst file. so i just have to stick it in the MODS folder and thats it.
jeremy
bigboywooly
01-01-07, 05:08 PM
Extract into that MODS folder yes
hey
got it to work thanks for the help :up:
jeremy
bigboywooly
01-01-07, 07:17 PM
No problem
Its a great piece of kit for adding\removing mods quick and easy
Glad you are sorted now good hunting
Zero Niner
01-08-07, 06:42 AM
Question:
The Dec 23rd Hotifx has a mod (GWX Lite harbour Traffic) in the Mod folder. Can I take the newer file & overwrite the one already existing?
Jimbuna
01-08-07, 10:16 AM
Yes...just install it with JSGME :up:
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